Base Class: Rogue
Distance and closeness can be deciding factors in many fights. Most combatants have to choose between fighting close to their enemies or from far away, and then specialize in that specific style. Dimension Shredders have no need for that, proficient in striking from any distance, they utilize their abilities to carve small gashes in space to give themselves an unmatched advantage in the battlefield.
In the Forgotten Realms, Dimension Shredders usually belong to a clan of Rogues called the “Bleeding Eye”, comprised of people that were touched by Aberrations powerful enough to warp reality and survived, able to utilize a drop of their power still within them to alter space in the Material Plane to their advantage. In Eberron, usually those who spent too much time around dimensional seals, especially those that install them, may acquire the ability to warp through space a few feet in distance. In Ravenloft, some who get lost in the Mist are changed irreversably, becoming lunatic wanderers similar to monsters themselves, carving their way through Domains of Dread in a desperate attempt to escape.
What was the event that rendered you capable of manipulating and warping space? How proficient are you with your new aberrant energy? Do you perhaps seek the creature that did this to you? Are there any deformities or changes to your body because of this alien ability? Consider how space-warping shapes not only the path ahead, but yourself and the things and people around you, as well as the road you plan to tread on.
Force Blades
Starting at 3rd level, you can manifest ripples between space as purple energy blades that can cut through reality. You can manifest a force blade from your free hand, and whenever you take the Attack action, you can make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals force damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade leaves a purple scar on the target if the attack hits. As soon as you let go of them, they cease to exist.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Rip Space
You have an innate ability to warp space around you. Starting at 3rd level, you may spend 15 feet of movement or a free action after a melee or ranged attack with your force blades to carve a purple rift in the air itself in front of you. This rift may stay in the space of another creature, and can be walked through without issue. Once two simultaneous rifts exist, they will become connected, and anything that enters its space will exit through the other linked rift.
A rift can be apart from another rift up to 60 feet. You may also throw your dagger from afar and create a rift up to 60 feet away from your position. You can only have two rifts open at a time, once you open a third one, you’ll have to choose which of the other two you’d like to keep.
A rift lasts open for one minute, until you dispell them with a bonus action, until you fall unconscious or die.
Creatures from the Material Plane or any other creatures unaccostomed with planar travel (your DM has the final say rather a creature is or isn’t accustomed to planar travel) must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) if subject to travel between your dimensional rifts. On a fail save, they are affected by a random effect on the Rift Sickness table:
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1 |
The creature becomes frightened for a minute and may reroll their saving throw at the end of their turns. Starting on level 17, the creature becomes paralyzed with fear instead. |
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2 |
The creature takes 1d6 force damage. This damage increases to 2d6 on 9th level, 3d6 on 13th level and 4d6 on 17th level. |
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3 |
The creature becomes charmed. If it’s fighting you or your allies, it does all following saving throws with advantage. On 13th level, they do not roll with advantage anymore. |
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4 |
They do not return for the following round, taking time to catch up and finally exit the rift. On 14th level, you can choose to have this effect not affect creatures of your choice. |
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5 |
The creature returns overcharged. All damage they deal until the end of their next turn is force damage instead of any other damage type. |
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6 |
The creature deals 1d6 additional force damage on their next attack. This damage increases to 2d6 on 9th level, 3d6 on 13th level and 4d6 on 17th level. You can choose to have this not affect hostile creatures. |
Rambling Man
By walking amidst the rifts for so long, your body has gotten used to their destructive and warping type of energy. Starting on 9th level, at the start of your turn, if you took no damage on the previous turn, you gain 4 stacks of Charge, to a total of 20.
Stacks of Charge may be spent individually, all at once, or some at a time to trigger one of the abilities in the table below. Stacks of Charge are lost whenever you finish a long rest.
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1 |
As a bonus action after you perform an attack roll but before it is decided whether the attack hit or not, you may turn the damage type into force damage if it isn’t already, or add an additional die of damage instead. |
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4 |
As a reaction to a creature entering one of your rifts, you may immediately close it. The creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If they fail, they take 3d6 Force damage and gain 1 stack of ㅤ Ruptured. (When a creature is ㅤ Ruptured, they take an additional dice of damage equal to half their stack of ㅤ Ruptured on the next damage roll, then the stack is destroyed.) |
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8 |
As a bonus action after you’ve dealt force damage, heal an amount equal to half the damage dealt. |
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12 |
As an action, you may carve a 10 feet by 10 feet rift, immediately closing all other open ones. Once entering this rift, you may choose any space within 90 feet of it and instantly teleport to it, carving a smaller rift as you exit. Immediately after doing so, you may perform an attack against a target within range. You roll your attack roll thrice, but your damage dice remains unchanged. For each attack you hit other than the first one, add an additional die of damage and a stack of ㅤ Dimensional Rift to the creature. (A stack of ㅤ Dimensional Rift is immediately converted at the end of the creature’s turn and transforms into double that amount of ㅤ Rupture stacks.) |
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20 |
As an action, you may tear a 15 feet by 15 feet rift in your area and call forth an Aberration from the Outer Planes. You may choose any Aberration CR 5 or lower and bring it forth. The Aberration will be friendly to you and your allies, and obey your commands as best as possible. It will act after you on the initiative. You may use a free action to issue commands to it, but if no commands are issued, it takes its turns either hiding or dodging from enemies. After a minute passes, the rift will attempt to suck the Aberration back to it and close itself. If the creature is not near the rift, it is unaffected. If the creature is near the rift, it must roll a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) to escape it, and it rolls with advantage if you and your allies are helping it. |
Entangled Phenomena Restoration
You have traversed enough elemental planes to know how fearsome they can be to those unaccustomed to them. Starting on 13th level, you may cast the Banishment spell on 5th level once per long rest without expending material components, except the creature does not return from its banishment if concentration is maintained for the duration of the spell, even if they are not originally residents of the realm they were sent to. Additionally, you may choose to which elemental plane you send the creature or creatures to. On the end of their turn, they must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 1d6 damage of the appropriate elemental type on a failure.
Infinity Warp
At 17th level, your control over the fabric of space has become unparalleled. You no longer have a distance limit between your rifts.
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